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Mathematics is a compulsory subject in Nigerian secondary schools, and the subject plays an important role in the scientific and technological growth and development of the nation. A shortfall in the knowledge of the students in Mathematics…
Learning to code, and more broadly, learning about computer science is a growing field of activity and research. Under the label of computational thinking, computational concepts are increasingly used as cognitive tools in many subject…
It has been challenging to find ways to educate people to have better environmental consciousness. In some cases, people do not know what the right behaviors are to protect the environment. Game engine has been used in the AEC industry for…
Educators often seek ways to introduce gaming in the classroom in order to break the usual teaching routine, expand the usual course curriculum with additional knowledge, but mostly as a means to motivate students and increase their…
Disability is an important factor affecting todays society. At the same time, more and more sub-healthy people are sick due to reduced body functions and cognitive functions. Exercise rehabilitation is a kind of physical therapy, which can…
As technology advances, conceptualizations of effective strategies for teaching and learning shift. Due in part to their facilitation of unique affordances for learning, mobile devices, augmented reality, and games are all becoming more…
The use of educational games for pedagogical practice can provide new conceptions of teaching-learning in an interactive environment stimulating the acquisition of new knowledge. The so-called serious games are focused on the goal of…
Significant research work has been undertaken related to the game-based learning approach over the last years. However, a closer look at this work reveals that further research is needed to examine some types of game-based learning…
Being able to reason in an environment with a large number of discrete actions is essential to bringing reinforcement learning to a larger class of problems. Recommender systems, industrial plants and language models are only some of the…
Technology has helped to innovate in the teaching-learning process. Today's students are more demanding actors when it comes to the environment, they have at their disposal to learn, experiment and develop critical thinking. The area of…
Reinforcement learning has the potential to automate the acquisition of behavior in complex settings, but in order for it to be successfully deployed, a number of practical challenges must be addressed. First, in real world settings, when…
In the present work we intend to introduce a system based on VR (Virtual Reality) for examining analytical-geometric structures that occur in the study of mathematics and physics concepts in the last high school classes. In our opinion, an…
We extend the theory of disciplinary integration of games for science education beyond the virtual world of games, and identify two key themes of a practice-based theoretical commitment to science learning: (1) materiality in the classroom…
Education sector is adopting new technologies for both teaching and learning pedagogy. Augmented Reality (AR) is a new technology that can be used in the educational pedagogy to enhance the engagement with students. Students interact with…
Gamification and Serious Games are progressively being used over a host of fields, particularly to support education. Such games provide a new way to engage students with content and can complement more traditional approaches to learning.…
An important challenge in reinforcement learning is training agents that can solve a wide variety of tasks. If tasks depend on each other (e.g. needing to learn to walk before learning to run), curriculum learning can speed up learning by…
Research has established increased engagement and positive behavioral, attitudinal, and learning outcomes from educational games. Although engagement begets these benefits, there is a lack of research on how students engage with educational…
Gamification is an effective strategy for motivating and engaging users, which is grounded in business, marketing, and management by designing games in nongame contexts. Gamifying education, which consists of the design and study of…
This paper presents results from the design and testing of an educational version of Quantum Moves, a Scientific Discovery Game that allows players to help solve authentic scientific challenges in the effort to develop a quantum computer.…
A major challenge in the field of education is providing review schedules that present learned items at appropriate intervals to each student so that memory is retained over time. In recent years, attempts have been made to formulate item…